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Forty21112

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Everything posted by Forty21112

  1. Are you running a 64bit workaround? The Module Manager does that if you are.
  2. @BahamutoD Is the ability to fire two types of guns planned in the near future? Having the ability to fire 30mms and vulcans for a defense system is simply irresistible.
  3. Some are noteworthy like the KER and No Offset limits. But no stock alike wings pack. I may have to use the PWings after all. Thanks for your time.
  4. I was going for a more stock-alike pack, but procedural wing look pretty nice. If you can find anything else, can you inform me? Thanks.
  5. I'm looking for a mod that expands the current roster of available wing and elevon parts. Thanks in advance.
  6. Hello and welcome to the forums, Phell! Nice diary and gallery you got there, love to see more from you!
  7. Hear, hear. I've heard about the max physics delta time tweak, but I've never went anywhere near it with the thinking it will summon the kraken more often. I need a little harm to come to KSP.
  8. Apparently, a Phenom II and GTX 750 Ti isn't not going to do KSP any favors anytime soon. While we're on topic, how would we improve performance? It seems like the biggest question anyone can ask before 1.1 befalls on us.
  9. It is very frustrating (read: frustrating) to just even play KSP, because it starts to lag anywhere a craft with 100+ parts. Is KSP unoptimized or the mods to blame?
  10. I mainly use BD Armory, and I'm having a major head scratch moment because of the part limitations. At 75 parts, KSP runs at a playable 35 FPS. At 100, 20 FPS AT 150, a well nigh impossible to play 4 FPS. Are the mods installed to blame or the generally un-optimized state of the game? I have AMD Phenom II X6 1055T with GTX 750 Ti as the GPU.
  11. It seems like mod conflict or improper install. Did you use CKAN?
  12. Totally loving the missile variety, but is better missile effects in the plans? As of right now, they are pretty much lackluster.
  13. Tried both, it wasn't what I was looking for, but it is close enough. Would there be any alternatives left?
  14. Much like the elevon deflections found on FAR, only without the entire aerodynamics rework.
  15. An easier alternative would be to just copy-paste the existing cfg from the bomb already included with the mod and change the values as you see fit. No need to contact a movie producer and asking him to perform his exclusive explosive magic.
  16. @harpwner: AFAIK you can put two ammoName in config. Its been a while since I've done so, your mileage may vary. Its still worth a try though.
  17. Oh, yes, the tournament found on your sig. That did not cross my mind when I was typing that. I would want your take on my suggestion of the rockets and the autocannon, that way, I'll know which one not to make. Edity: BDA weapons seem to use a 'shortname' field in the config. That might help in uncluttering the Weapon manager when a weapon in this mod is used. Just my two cents. Wish you luck mate.
  18. Totally love the mod, but I have some suggestions. Those rocket rails found on AD-2 and Hurricane MK II might be good addition for this mod. A MK-108/103 cannon. I'm also trying to write a MM config that makes 20mm guns provided by the mod use the default 20mms provided by BDA. With all due respect, why did you add separate parts and resources?
  19. Hey, BD, I was thinking today maybe you can simulate ammunition cook off by having ammo containers explode when they reach max temps. Edit: I figured, in my excitement, I forgot to detail how it could possibly work. Ammo containers will explode when hit with a bullet and when they reach their max temps, they will explode, simulating ammunition cook off. The reason it using temps and not crash tolerance is to prevent tanks with their ammo in the front so they just have to ram. You can go further by introducing making the explosion vary in strength and size the more ammo still left in the boxes. A notch higher, you can make the explosion vary by caliber, meaning 300 12.7mms wont explode as violently as the same amount of 30mms. It would help if it was determined by how many resources are left rather than a cfg file you can't change on the fly. It also give a reason to cover ammo boxes. But the final verdict is on you, so its your choice. Just a suggestion.
  20. Hi, I'm currently making a 30mm fixed gun, everything checks out, but since I just copied the cfg from the hidden vulcan, the accuracy is all over the place. What line of cfg determines turret (or in this case, fixed gun) accuracy? And what does maxDeviation do and is there in depth explanation on how it works.
  21. Building Rockets. I mean, I just put moar SRBs in the acsent and be puzzled why are they exploding? I then used LF engines and I still do today.
  22. Hey, guys, I've made RCS tanks function as inline ammo containers. Only requisite is Interstellar fuel switch, if you want to use FSFuelSwitch, just CTRL+F and type Interstellar and change everything that comes up. @PART[rcsTankMini]{ MODULE { name = InterstellarFuelSwitch massExponent = 3 volumeExponent = 3 resourcesFormat = 0.0000 resourceGui = Mono Propellant;.50 Cal;20x102;30x173;Liquid Fuel resourceNames = MonoPropellant;50CalAmmo;20x102Ammo;30x173Ammo;LiquidFuel resourceAmounts = 80;2000;1000;600;40 basePartMass = 0.5 tankMass = 0.5 displayCurrentTankCost = false hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } @PART[RCSFuelTank] { MODULE { name = InterstellarFuelSwitch massExponent = 3 volumeExponent = 3 resourcesFormat = 0.0000 resourceGui = Mono Propellant;.50 Cal;20x102;30x173 resourceNames = MonoPropellant;50CalAmmo;20x102Ammo;30x173Ammo;LiquidFuel resourceAmounts = 250;4000;2000;1000;100 basePartMass = 0.5 tankMass = 0.5 displayCurrentTankCost = false hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } @PART[RCSTank1-2] { MODULE { name = InterstellarFuelSwitch massExponent = 3 volumeExponent = 3 resourcesFormat = 0.0000 resourceGui = Mono Propellant;.50 Cal;20x102;30x173 resourceNames = MonoPropellant;50CalAmmo;20x102Ammo;30x173Ammo resourceAmounts = 750;8000;4000;1500 basePartMass = 0.5 tankMass = 0.5 displayCurrentTankCost = false hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } }
  23. You're awesome, stay that way. Love your sig, by the way.
  24. Wait, IR? Does that mean we can now put stuff above the tank guns? Or did you mean infrared? And I have a question, how will you fight aircraft with the new update and will UCAVs need them to fire weapons?
  25. @above: If you know a thing or two about MM configs then maybe you can help me. I'm the process of making the existing RCS tanks be able to switch between Monoprop and Ammo types. I've already made a thread, but its not getting any attention, and as such, I'm restricted to trial and error.
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